You know how I said I submitted final patch note before playtest? That was kind of a lie. This is the final one before playtest.
So at certain points, some numbers would get just too wide to fit on the screen properly. So I am introducing a number formatting mode in the game settings: Compact, Scientific, Raw
Compact: Displays 1,000,000 as 1M
Scientific: Displays 1,000,000 as 1e6
Raw: Displays 1,000,000 as 1,000,000 (This can lead to funny screens, see below)
Also right now we cap out the number at what the underlying game engine can process and then switch to naneinf(you might know about it from one veeery niche game called Balatro). A bit of bad news is that at this point
Another pass, some more realizations, some more findings on how certain things work. Let's just say that some places must feel a lot nicer and simpler for you, especially if you had been min-maxing certain playstyles
Closing thought: Now I will be waiting for the playtest to launch and then will combine all the feedback from it and do a combined bigger post-playtest patch. (Unless of course some game breaking bugs are found that needs immediate fixes)
This section below will be covering specific changes done for the Playtest version of the game and certain changes made specifically in it. Just in case you might want to experience everything yourself.
Expedition Standing has been "re-branded". It's color was too similar to "not enough ore" coloring and because of that the two blended badly with each other
Expedition Manager now shows standing per planet as a separate column
2 Pallas: Adjusted HP growth per cracked core from 1.58x -> 2.15x so it sits better between the two planets
4 Vesta: Increased core's HP from 1.45M -> 3M
See you!